intersectRayAar
- int intersectRayAar(double originX, double originY, double dirX, double dirY, double minX, double minY, double maxX, double maxY, Vector2d result)
- int intersectRayAar(Vector2d origin, Vector2d dir, Vector2d min, Vector2d max, Vector2d result)
static
int
intersectRayAar
intersection_d
static functionsstatic variables
Determine whether the given ray with the given <code>origin</code> and direction <code>dir</code> intersects the axis-aligned rectangle given as its minimum corner <code>min</code> and maximum corner <code>max</code>, and return the values of the parameter <i>t</i> in the ray equation <i>p(t) = origin + t * dir</i> of the near and far point of intersection as well as the side of the axis-aligned rectangle the ray intersects. <p> This method also detects an intersection for a ray whose origin lies inside the axis-aligned rectangle. <p> Reference: <a href="https://dl.acm.org/citation.cfm?id=1198748">An Efficient and Robust Ray–Box Intersection</a>
@see #intersectRayAar(double, double, double, double, double, double, double, double, Vector2d)
@param origin the ray's origin @param dir the ray's direction @param min the minimum corner of the axis-aligned rectangle @param max the maximum corner of the axis-aligned rectangle @param result a vector which will hold the values of the parameter <i>t</i> in the ray equation <i>p(t) = origin + t * dir</i> of the near and far point of intersection @return the side on which the near intersection occurred as one of {@link #AAR_SIDE_MINX}, {@link #AAR_SIDE_MINY}, {@link #AAR_SIDE_MAXX} or {@link #AAR_SIDE_MAXY}; or <code>-1</code> if the ray does not intersect the axis-aligned rectangle;